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Messages - Janet Merai

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1
I just wanted to inform all of you that I have not given up on this project at all, but I have made significant changes to the story and artwork.

For one, this fan-game will be entirely different than it was last time, however it will include a form of the Unicorn Fountain but not in the same way I had planned it to be.

The other thing is, this game does not take place in any of the official Nintendo storylines or plots, it is entirely original but it does have significant nostalgic elements and things that make up the Zelda we all know and love.

My biggest inspiration is the newest games for Zelda these days, I feel they are stepping back and just trying to featurize everything and lack original content or anything interesting at all.
The game I will make will be fun and immersed, I feel the latest official Zelda games have been lacking that lately.

I feel having the game set in Wind Waker style would be fun, I enjoy the cartoony and anime-like feel it gives, plus the development for the models would be easy to make and textures would be a breeze for me.
My goal is light development as I cannot keep making this game a blockbuster hit, but a one-hit wonder.

Goal:

Unity will be the game engine of choice.
My first goal is to use the Wind Waker model of Link, I just don't have the time to make a model of Link on my own in my financial and living situation.
Temporarily use a model of a stage used in Wind Waker and get a Zelda like camera system going, the official Wind Waker level models will not be used in my game, they are stand-in and temporary until I get a good system going.

More soon...

No screenshots or a demo as of yet, but I will try to get something going in the near future.

2
It will be yes :3

I have to re-do the structure because it was made for DX Studio long ago.

3
Thank you for the concern, I will provide screenshots when I have content and media to show off :3

4
I spent nearly a year looking into game engines, evaluating and making difficult decisions long ago and still keep informed about a lot of engines.

Blender sucks in my opinion and Unity3D is far better than Blender in my opinion... period.
Still, I do not imply Blender is bad or sucks for anyone other than me and my personal opinion :3

I use Unity3D, that is my decision :3

5
I have no screenshots on me because I haven't really started anything yet.

So far, the only thing I ever did was begin a project years before in DX Studio until me and the programmer at the time realized the software was so buggy we couldn't even proceed because the jumping physics and other things were just too problematic.

Since then, I haven't heard from that programmer in years now, even today.
Not only that, but I abandoned DX Studio and moved to Unity3D permanently.

To be honest, not much work was done in DX Studio at all, just some few animations and testing particular things like Ruppee collecting and some animation and blending techniques, plus treasure chest opening.

Not much was done at all and I intend to use the uScript asset from an external developer apart from Unity.
uScript allows me to make a game without programming, so I find it easier to make a game with it :3

No, I am not a programmer by any means, I can't stand programming and I enjoy uScript (detoxstudios.com or uscript.net) to be able to make my games :3
I know some programmers lurking here may be turned off or even put off and have an egotistical point of view about it not being true to programming.

Thing is, I am not a programmer, so please leave those types of ideas to yourself, thank you :3

Since a ton of fans of my fan-game have assumed I am a programmer, here is a basic summary of what I only do with game development:

3D Modeling
UVW Mapping
Textures
Rigging
Animation
Cut-scenes
Art Direction (Art Director)
Event Creation (uScript)
Game Design
Story Creation
GDD (Game Design Documentation)
Character and other stuff Design
Lighting
Rendering
Overall game structure (Making sure the structure and planning allows the targeted device or platform to run on it)
Q&A (Basically, making sure its as bug free as possible)
Overall Direction (Making sure the story and art direction compliment one another)

I'm sure you get the idea now :3

And like I said before, I am not a programmer and I know the hardcore programmers may be upset with it.
But as I said, I utilize uScript because it helps me make a game, not waste time on skills I don't need :3

If you are a programmer and become either angry or put off by my decision, feel free to just don't make it a problem here... who likes a troll anyway? XD

6
Hey people, its me again :3

I'm informing you all I had a major overhaul idea for this game in terms of the style.

Instead of retro 1999 graphics and model limits, I will use the model from Smash Brothers Melee, of Adult Link, to cut down on production time and instead rigging him too.

Levels will be referenced from the actual game but modeled on my own.

Anyway, I have yet to start on this project again as I have been busy working on my skill-set as an artist, but I assure you this game will be finished whether I have to borrow Nintendo's models or not :3

Most likely Link will be the only character I will rip from Smash Bros Melee.
I opted for Brawl's Adult Link but wanted to keep the style consistent with Ocarina of Time's chosen style and design.

Anyway, I will update you all later as I am working on my own game and plan to incorporate the template for the Zelda fan-game.

http://www.furaffinity.net/user/janetmerai
I have some work that you can see in the mean-time :3

7
Hey people, sorry I have been very absent from the community but some things came up which slow down my development time.

As of now I am currently working on a different game for the iPhone due to life problems and financial needs.
I have a job now and am trying to change my future and career and once I am done with this game I plan to resume development of this game.

The good thing is I learned a lot of new techniques, modeling standards, material techniques, rigging, animation and so much more that I can use in this project.
Unity3D as a game engine has improved drastically and immensely since I last used it for my Zelda project.

I am far more accustomed to modeling, texturing, UVW Mapping, rigging and animation within 3D Studio Max that I feel very confident I can do this.
With the amount of video tutorials and industry techniques by professionals I have seen, my 3D knowledge as a whole has drastically improved.

Now that I know some new techniques, tricks and ideas I can work on this project even FASTER and more efficient.

I may take breaks from my new project and work on the Zelda project... I have been craving wanting to finish this game for a while now :3

If you people want to see my improved work, please visit my portfolio:
http://janetmerai.byethost7.com - Personal portfolio site
http://www.furaffinity.net/user/janetmerai

8
Thank you for the error inspection :3

I am trying to learn Japanese and am getting there, I will change it now.

9
Its been a long time since I last posted, and I DID take a break from the entire project after working on another one to refresh myself.

As much as you have all anticipated this fan-game, I am realizing I have completely made a horrible mistake... a serious one.

The entire project is very unorganized, this was my FIRST serious game creation project, other than RPG Maker, and I am just now realizing that I organized my entire folder specifically for DX Studio a long time ago and is obsolete.

For a while I will be re-doing everything including model rips, re-creating the animations and so on... however that won't be much of a problem at all because I really want to finish this game off so I will be taking most of the content from Ocarina of Time to cut down on production time.
New tools have been discovered which make the ripping, fixing and repairing process faster and easier too.

Anyway, that is my big news.
To be honest, I do not really want to re-do most of it but I realized I am having issues in particular areas due to poor design when I first began and I have learned a LOT from my mistakes too, so I will be absent to properly organize the entire project from scratch.

And to those of you who think I am going to quit and cancel the project, this project will never end until I feel like I myself can enjoy the game until its completion :3

My first idea is to start out by ripping Link, fixing the model and textures, creating his animations and modeling the only dungeon in the game which still needs more design... but Link will be re-ripped and re-rigged (can you believe I was not aware of unit measurement issues in game development?)

After I am pretty sure those are both done, I can focus on just ripping instead of putting off designing the dungeon.

Until later! :3

10
Discussion / Re: Untitled PSP FPS
« on: July 06, 2010, 09:16:15 pm »
I'm a game artist and don't deal with programming but...

Out of curiosity what motivated you to modify a Quake engine?
Is this a hobby, practice or just a whatever project for programming or am I way off?

I create art assets like concepts, sketches, illustrations and models plus animations.

So I am curios about your approach from an artists perspective.

Also, why the PSP?

11
Discussion / Re: 3d loz game using tp like texture
« on: June 22, 2010, 08:11:30 am »
I recommend trying out Unity3D if you haven't already.

12
Discussion / Re: 3d loz game using tp like texture
« on: June 21, 2010, 09:19:39 pm »
Hmm, those models still look too high in poly count.

How many polys do you have?

13
Discussion / Re: 3d loz game using tp like texture
« on: June 21, 2010, 09:31:21 am »
As good as those models look... the high resolution polygons is going to instantly kill the game.

If I were you I would reduce those polygons by more than HALF really :3

Just my advice, I would like to see more updates to this :3

14
Discussion / Should I drop the Retro idea and go Modern/Next-Gen?
« on: June 19, 2010, 11:31:00 am »
I have been thinking about the questions people have asked long ago and other such stuff like that and have been thinking, especially after E3's Zelda showings made me feel out-dated.

Should I ditch the retro limited Nintendo 64 Polygons and textures and make it next-generation?
This means other low-end users may not be able to play it if I did so... and I do like the retro feel but now that Nintendo is re-making Ocarina of Time for the 3DS it makes me feel silly to do it when they are updating OoT.

I really want to switch to next-gen high resolution but those screen-shots kind of made me not want to (the screenshots of the supposed Unicorn Fountain)

What are your ideas, thoughts and opinions?

15
Recruitment / Re: {Recruiting:$$$}iPhone App Development
« on: June 18, 2010, 11:59:54 am »
Show me proof, like screen-shots even if the graphic design isn't the best.

Screen-shots, free app to download as a demo or proof (I have an iPhone), I can help out if you want as I am an artist myself and have extensive 3D modeling, rigging, animation, design, 2D art and most media experience.

I have little programming knowledge but I am VERY experienced in art :3

16
Discussion / Re: Goddess of Darkness Story and more revealed?
« on: June 17, 2010, 04:53:07 am »
Its okay lol

On the other hand I have been doing side projects and learning new things, so that has stopped me a little bit.

Anyway, enough talk its time to work on the game more :3

17
Discussion / Re: Goddess of Darkness Story and more revealed?
« on: June 16, 2010, 11:27:34 pm »
I admit secrecy is kind of pointless but I think some fans may want to wait for the real thing.
The story and plot was given but not everything.

This project was originally planned for DX Studio but I found Unity to be better after all.
The reason I used rpg maker for the dialog was I had no way of interactively creating my vision in plain text and setting up and taking more time to develop a dialog system was pointless... thus why I went to RPG Maker.

The project was further planned through my phone and I didn't organize everything right and I'm currently cleaning things up, so I may repeat things.

But it's up to your assumption if this project will fail.

18
Discussion / Re: Goddess of Darkness Story and more revealed?
« on: June 16, 2010, 09:20:00 pm »
His?

Fans are just lead to believe every project will end in failure, let them think what they want :3

19
I just wanted to inform everyone that I am back online with my PC.

There is only one image I have taken a screenshot of and the game itself, seeing as how I am the only person working on the Unity3D version, is being made by me in Unity3D so the camera work and controls are not suitable to post a new demo yet.

I have really been working hard on this while learning new things, I am not perfect at this nor am I the best but I am putting a lot of effort into making this possible despite the negative claims I receive.

Some of you think I am posting for attention or saying but not doing.
As most of you should know I have not really taken screen-shots during the time I had no internet on my PC but instead have been learning Unity3D to the point where I can finally get somewhere.
Despite these claims I am working on the game, please visit the site for more information and screen-shots and builds.

The storyline has dramatically changed and almost re-written from scratch.
The RPG Maker VX version was finished for the storyline and dialog and the 3D translation is being using it as reference, plus other stuff is being implemented even though it is not in the RPG Maker version.

I spent most of my time trying to change things and updating people on what I am doing.
Anyway, I will continue to post more information on what I am doing and updates.

Here is a screen-shot from the engine playing a cut-scene, yes IN-GAME and NOT a mockup.
As stated in the site, this is from the as of yet final storyline version in progress.
There are some errors with the cap and other glitches but that is just temporary.
Here Link is approaching Hyrule Castle but is denied and told to scram, leading to Kokiri Forest where the real story begins.

20
Discussion / Re: Goddess of Darkness Story and more revealed?
« on: June 16, 2010, 05:47:17 am »
And you forgot to remember I had no online access at all other than my iPhone for more than a year, that is why no content or pictures have been posted since then.

I just recently got an internet connection and have been working on the game myself.

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